81064cc239
We don't use that info for anything, and it generates unnecessary diffs every time we bump the minor version (and CI failures if we forget to sync some files from opt-in modules (mono, text_server_fb).
65 lines
2.4 KiB
XML
65 lines
2.4 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="EditorScript" inherits="RefCounted" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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Base script that can be used to add extension functions to the editor.
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</brief_description>
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<description>
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Scripts extending this class and implementing its [method _run] method can be executed from the Script Editor's [b]File > Run[/b] menu option (or by pressing [kbd]Ctrl + Shift + X[/kbd]) while the editor is running. This is useful for adding custom in-editor functionality to Godot. For more complex additions, consider using [EditorPlugin]s instead.
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[b]Note:[/b] Extending scripts need to have [code]tool[/code] mode enabled.
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[b]Example script:[/b]
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[codeblocks]
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[gdscript]
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@tool
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extends EditorScript
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func _run():
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print("Hello from the Godot Editor!")
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[/gdscript]
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[csharp]
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using Godot;
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[Tool]
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public partial class HelloEditor : EditorScript
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{
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public override void _Run()
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{
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GD.Print("Hello from the Godot Editor!");
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}
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}
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[/csharp]
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[/codeblocks]
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[b]Note:[/b] The script is run in the Editor context, which means the output is visible in the console window started with the Editor (stdout) instead of the usual Godot [b]Output[/b] dock.
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[b]Note:[/b] EditorScript is [RefCounted], meaning it is destroyed when nothing references it. This can cause errors during asynchronous operations if there are no references to the script.
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</description>
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<tutorials>
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</tutorials>
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<methods>
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<method name="_run" qualifiers="virtual">
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<return type="void" />
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<description>
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This method is executed by the Editor when [b]File > Run[/b] is used.
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</description>
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</method>
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<method name="add_root_node">
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<return type="void" />
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<param index="0" name="node" type="Node" />
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<description>
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Adds [param node] as a child of the root node in the editor context.
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[b]Warning:[/b] The implementation of this method is currently disabled.
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</description>
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</method>
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<method name="get_editor_interface" qualifiers="const">
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<return type="EditorInterface" />
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<description>
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Returns the [EditorInterface] singleton instance.
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</description>
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</method>
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<method name="get_scene" qualifiers="const">
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<return type="Node" />
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<description>
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Returns the Editor's currently active scene.
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</description>
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</method>
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</methods>
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</class>
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